2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
63 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
67 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
70 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
71 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
112 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
119 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
122 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
146 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
148 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1283 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032 qglUseProgramObjectARB(0);CHECKGLERROR
2033 return; // no bit left to clear, entire mode is broken
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL20:
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GL11:
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2057 switch (vid.renderpath)
2059 case RENDERPATH_GL20:
2060 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062 case RENDERPATH_GL13:
2063 case RENDERPATH_GL11:
2064 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2069 void R_SetupDepthOrShadowShader(void)
2071 switch (vid.renderpath)
2073 case RENDERPATH_GL20:
2074 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2076 case RENDERPATH_GL13:
2078 case RENDERPATH_GL11:
2083 void R_SetupShowDepthShader(void)
2085 switch (vid.renderpath)
2087 case RENDERPATH_GL20:
2088 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2090 case RENDERPATH_GL13:
2092 case RENDERPATH_GL11:
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2116 // TODO: implement geometry-shader based shadow volumes someday
2117 if (r_glsl_offsetmapping.integer)
2119 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120 if (r_glsl_offsetmapping_reliefmapping.integer)
2121 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2129 mode = SHADERMODE_REFRACTION;
2131 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2134 mode = SHADERMODE_LIGHTSOURCE;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138 permutation |= SHADERPERMUTATION_CUBEFILTER;
2139 if (diffusescale > 0)
2140 permutation |= SHADERPERMUTATION_DIFFUSE;
2141 if (specularscale > 0)
2142 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 if (r_refdef.fogenabled)
2144 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145 if (rsurface.texture->colormapping)
2146 permutation |= SHADERPERMUTATION_COLORMAPPING;
2147 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2149 if (r_shadow_usingshadowmaprect)
2150 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151 if (r_shadow_usingshadowmap2d)
2152 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153 if (r_shadow_usingshadowmapcube)
2154 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155 else if(r_shadow_shadowmapvsdct)
2156 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2158 if (r_shadow_shadowmapsampler)
2159 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160 if (r_shadow_shadowmappcf > 1)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162 else if (r_shadow_shadowmappcf)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2168 // unshaded geometry (fullbright or ambient model lighting)
2169 mode = SHADERMODE_FLATCOLOR;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173 permutation |= SHADERPERMUTATION_GLOW;
2174 if (r_refdef.fogenabled)
2175 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176 if (rsurface.texture->colormapping)
2177 permutation |= SHADERPERMUTATION_COLORMAPPING;
2178 if (r_glsl_offsetmapping.integer)
2180 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181 if (r_glsl_offsetmapping_reliefmapping.integer)
2182 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185 permutation |= SHADERPERMUTATION_REFLECTION;
2187 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2189 // directional model lighting
2190 mode = SHADERMODE_LIGHTDIRECTION;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194 permutation |= SHADERPERMUTATION_GLOW;
2195 permutation |= SHADERPERMUTATION_DIFFUSE;
2196 if (specularscale > 0)
2197 permutation |= SHADERPERMUTATION_SPECULAR;
2198 if (r_refdef.fogenabled)
2199 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200 if (rsurface.texture->colormapping)
2201 permutation |= SHADERPERMUTATION_COLORMAPPING;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203 permutation |= SHADERPERMUTATION_REFLECTION;
2205 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2207 // ambient model lighting
2208 mode = SHADERMODE_LIGHTDIRECTION;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212 permutation |= SHADERPERMUTATION_GLOW;
2213 if (r_refdef.fogenabled)
2214 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215 if (rsurface.texture->colormapping)
2216 permutation |= SHADERPERMUTATION_COLORMAPPING;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218 permutation |= SHADERPERMUTATION_REFLECTION;
2223 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2225 // deluxemapping (light direction texture)
2226 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2229 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230 permutation |= SHADERPERMUTATION_DIFFUSE;
2231 if (specularscale > 0)
2232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2234 else if (r_glsl_deluxemapping.integer >= 2)
2236 // fake deluxemapping (uniform light direction in tangentspace)
2237 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238 permutation |= SHADERPERMUTATION_DIFFUSE;
2239 if (specularscale > 0)
2240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2242 else if (rsurface.uselightmaptexture)
2244 // ordinary lightmapping (q1bsp, q3bsp)
2245 mode = SHADERMODE_LIGHTMAP;
2249 // ordinary vertex coloring (q3bsp)
2250 mode = SHADERMODE_VERTEXCOLOR;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255 permutation |= SHADERPERMUTATION_GLOW;
2256 if (r_refdef.fogenabled)
2257 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258 if (rsurface.texture->colormapping)
2259 permutation |= SHADERPERMUTATION_COLORMAPPING;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2263 if(permutation & SHADERPERMUTATION_SPECULAR)
2264 if(r_shadow_glossexact.integer)
2265 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266 R_SetupShader_SetPermutation(mode, permutation);
2267 if (mode == SHADERMODE_LIGHTSOURCE)
2269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270 if (permutation & SHADERPERMUTATION_DIFFUSE)
2272 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279 // ambient only is simpler
2280 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2281 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2285 // additive passes are only darkened by fog, not tinted
2286 if (r_glsl_permutation->loc_FogColor >= 0)
2287 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293 if (mode == SHADERMODE_LIGHTDIRECTION)
2295 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2296 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2297 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2298 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2302 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2306 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2307 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308 // additive passes are only darkened by fog, not tinted
2309 if (r_glsl_permutation->loc_FogColor >= 0)
2311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2314 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2316 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2317 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2318 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2319 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2324 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326 if (r_glsl_permutation->loc_Color_Pants >= 0)
2328 if (rsurface.texture->currentskinframe->pants)
2329 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2331 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2333 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2335 if (rsurface.texture->currentskinframe->shirt)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2340 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2346 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2352 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356 #define SKINFRAME_HASH 1024
2360 int loadsequence; // incremented each level change
2361 memexpandablearray_t array;
2362 skinframe_t *hash[SKINFRAME_HASH];
2365 r_skinframe_t r_skinframe;
2367 void R_SkinFrame_PrepareForPurge(void)
2369 r_skinframe.loadsequence++;
2370 // wrap it without hitting zero
2371 if (r_skinframe.loadsequence >= 200)
2372 r_skinframe.loadsequence = 1;
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 // mark the skinframe as used for the purging code
2380 skinframe->loadsequence = r_skinframe.loadsequence;
2383 void R_SkinFrame_Purge(void)
2387 for (i = 0;i < SKINFRAME_HASH;i++)
2389 for (s = r_skinframe.hash[i];s;s = s->next)
2391 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2393 if (s->merged == s->base)
2395 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396 R_PurgeTexture(s->stain );s->stain = NULL;
2397 R_PurgeTexture(s->merged);s->merged = NULL;
2398 R_PurgeTexture(s->base );s->base = NULL;
2399 R_PurgeTexture(s->pants );s->pants = NULL;
2400 R_PurgeTexture(s->shirt );s->shirt = NULL;
2401 R_PurgeTexture(s->nmap );s->nmap = NULL;
2402 R_PurgeTexture(s->gloss );s->gloss = NULL;
2403 R_PurgeTexture(s->glow );s->glow = NULL;
2404 R_PurgeTexture(s->fog );s->fog = NULL;
2405 s->loadsequence = 0;
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2413 char basename[MAX_QPATH];
2415 Image_StripImageExtension(name, basename, sizeof(basename));
2417 if( last == NULL ) {
2419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420 item = r_skinframe.hash[hashindex];
2425 // linearly search through the hash bucket
2426 for( ; item ; item = item->next ) {
2427 if( !strcmp( item->basename, basename ) ) {
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 char basename[MAX_QPATH];
2440 Image_StripImageExtension(name, basename, sizeof(basename));
2442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448 rtexture_t *dyntexture;
2449 // check whether its a dynamic texture
2450 dyntexture = CL_GetDynTexture( basename );
2451 if (!add && !dyntexture)
2453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454 memset(item, 0, sizeof(*item));
2455 strlcpy(item->basename, basename, sizeof(item->basename));
2456 item->base = dyntexture; // either NULL or dyntexture handle
2457 item->textureflags = textureflags;
2458 item->comparewidth = comparewidth;
2459 item->compareheight = compareheight;
2460 item->comparecrc = comparecrc;
2461 item->next = r_skinframe.hash[hashindex];
2462 r_skinframe.hash[hashindex] = item;
2464 else if( item->base == NULL )
2466 rtexture_t *dyntexture;
2467 // check whether its a dynamic texture
2468 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2469 dyntexture = CL_GetDynTexture( basename );
2470 item->base = dyntexture; // either NULL or dyntexture handle
2473 R_SkinFrame_MarkUsed(item);
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2479 unsigned long long avgcolor[5], wsum; \
2487 for(pix = 0; pix < cnt; ++pix) \
2490 for(comp = 0; comp < 3; ++comp) \
2492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2497 for(comp = 0; comp < 3; ++comp) \
2498 avgcolor[comp] += getpixel * w; \
2501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502 avgcolor[4] += getpixel; \
2504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 unsigned char *pixels;
2516 unsigned char *bumppixels;
2517 unsigned char *basepixels = NULL;
2518 int basepixels_width;
2519 int basepixels_height;
2520 skinframe_t *skinframe;
2522 if (cls.state == ca_dedicated)
2525 // return an existing skinframe if already loaded
2526 // if loading of the first image fails, don't make a new skinframe as it
2527 // would cause all future lookups of this to be missing
2528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529 if (skinframe && skinframe->base)
2532 basepixels = loadimagepixelsbgra(name, complain, true);
2533 if (basepixels == NULL)
2536 if (developer_loading.integer)
2537 Con_Printf("loading skin \"%s\"\n", name);
2539 // we've got some pixels to store, so really allocate this new texture now
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542 skinframe->stain = NULL;
2543 skinframe->merged = NULL;
2544 skinframe->base = r_texture_notexture;
2545 skinframe->pants = NULL;
2546 skinframe->shirt = NULL;
2547 skinframe->nmap = r_texture_blanknormalmap;
2548 skinframe->gloss = NULL;
2549 skinframe->glow = NULL;
2550 skinframe->fog = NULL;
2551 skinframe->hasalpha = false;
2553 basepixels_width = image_width;
2554 basepixels_height = image_height;
2555 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2557 if (textureflags & TEXF_ALPHA)
2559 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2561 if (basepixels[j] < 255)
2563 skinframe->hasalpha = true;
2567 if (r_loadfog && skinframe->hasalpha)
2569 // has transparent pixels
2570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571 for (j = 0;j < image_width * image_height * 4;j += 4)
2576 pixels[j+3] = basepixels[j+3];
2578 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2583 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2586 // _norm is the name used by tenebrae and has been adopted as standard
2587 if (r_loadnormalmap)
2589 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2591 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2595 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601 Mem_Free(bumppixels);
2603 else if (r_shadow_bumpscale_basetexture.value > 0)
2605 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2611 // _luma is supported for tenebrae compatibility
2612 // (I think it's a very stupid name, but oh well)
2613 // _glow is the preferred name
2614 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2615 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2616 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2617 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2620 Mem_Free(basepixels);
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2629 unsigned char *temp1, *temp2;
2630 skinframe_t *skinframe;
2632 if (cls.state == ca_dedicated)
2635 // if already loaded just return it, otherwise make a new skinframe
2636 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637 if (skinframe && skinframe->base)
2640 skinframe->stain = NULL;
2641 skinframe->merged = NULL;
2642 skinframe->base = r_texture_notexture;
2643 skinframe->pants = NULL;
2644 skinframe->shirt = NULL;
2645 skinframe->nmap = r_texture_blanknormalmap;
2646 skinframe->gloss = NULL;
2647 skinframe->glow = NULL;
2648 skinframe->fog = NULL;
2649 skinframe->hasalpha = false;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading 32bit skin \"%s\"\n", name);
2658 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2666 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667 if (textureflags & TEXF_ALPHA)
2669 for (i = 3;i < width * height * 4;i += 4)
2671 if (skindata[i] < 255)
2673 skinframe->hasalpha = true;
2677 if (r_loadfog && skinframe->hasalpha)
2679 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680 memcpy(fogpixels, skindata, width * height * 4);
2681 for (i = 0;i < width * height * 4;i += 4)
2682 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684 Mem_Free(fogpixels);
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe && skinframe->base)
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = r_texture_notexture;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = r_texture_blanknormalmap;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->hasalpha = false;
2719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723 if (developer_loading.integer)
2724 Con_Printf("loading quake skin \"%s\"\n", name);
2726 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728 memcpy(skinframe->qpixels, skindata, width*height);
2729 skinframe->qwidth = width;
2730 skinframe->qheight = height;
2733 for (i = 0;i < width * height;i++)
2734 featuresmask |= palette_featureflags[skindata[i]];
2736 skinframe->hasalpha = false;
2737 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739 skinframe->qgeneratemerged = true;
2740 skinframe->qgeneratebase = skinframe->qhascolormapping;
2741 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 unsigned char *skindata;
2755 if (!skinframe->qpixels)
2758 if (!skinframe->qhascolormapping)
2759 colormapped = false;
2763 if (!skinframe->qgeneratebase)
2768 if (!skinframe->qgeneratemerged)
2772 width = skinframe->qwidth;
2773 height = skinframe->qheight;
2774 skindata = skinframe->qpixels;
2776 if (skinframe->qgeneratenmap)
2778 unsigned char *temp1, *temp2;
2779 skinframe->qgeneratenmap = false;
2780 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781 temp2 = temp1 + width * height * 4;
2782 // use either a custom palette or the quake palette
2783 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789 if (skinframe->qgenerateglow)
2791 skinframe->qgenerateglow = false;
2792 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2797 skinframe->qgeneratebase = false;
2798 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804 skinframe->qgeneratemerged = false;
2805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2808 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2810 Mem_Free(skinframe->qpixels);
2811 skinframe->qpixels = NULL;
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2818 skinframe_t *skinframe;
2820 if (cls.state == ca_dedicated)
2823 // if already loaded just return it, otherwise make a new skinframe
2824 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825 if (skinframe && skinframe->base)
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = r_texture_notexture;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = r_texture_blanknormalmap;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->hasalpha = false;
2839 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843 if (developer_loading.integer)
2844 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2846 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847 if (textureflags & TEXF_ALPHA)
2849 for (i = 0;i < width * height;i++)
2851 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2853 skinframe->hasalpha = true;
2857 if (r_loadfog && skinframe->hasalpha)
2858 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2861 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2869 skinframe_t *skinframe;
2871 if (cls.state == ca_dedicated)
2874 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875 skinframe->stain = NULL;
2876 skinframe->merged = NULL;
2877 skinframe->base = r_texture_notexture;
2878 skinframe->pants = NULL;
2879 skinframe->shirt = NULL;
2880 skinframe->nmap = r_texture_blanknormalmap;
2881 skinframe->gloss = NULL;
2882 skinframe->glow = NULL;
2883 skinframe->fog = NULL;
2884 skinframe->hasalpha = false;
2886 skinframe->avgcolor[0] = rand() / RAND_MAX;
2887 skinframe->avgcolor[1] = rand() / RAND_MAX;
2888 skinframe->avgcolor[2] = rand() / RAND_MAX;
2889 skinframe->avgcolor[3] = 1;
2894 void R_Main_FreeViewCache(void)
2896 if (r_refdef.viewcache.entityvisible)
2897 Mem_Free(r_refdef.viewcache.entityvisible);
2898 if (r_refdef.viewcache.world_pvsbits)
2899 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900 if (r_refdef.viewcache.world_leafvisible)
2901 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902 if (r_refdef.viewcache.world_surfacevisible)
2903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2907 void R_Main_ResizeViewCache(void)
2909 int numentities = r_refdef.scene.numentities;
2910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914 if (r_refdef.viewcache.maxentities < numentities)
2916 r_refdef.viewcache.maxentities = numentities;
2917 if (r_refdef.viewcache.entityvisible)
2918 Mem_Free(r_refdef.viewcache.entityvisible);
2919 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2921 if (r_refdef.viewcache.world_numclusters != numclusters)
2923 r_refdef.viewcache.world_numclusters = numclusters;
2924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925 if (r_refdef.viewcache.world_pvsbits)
2926 Mem_Free(r_refdef.viewcache.world_pvsbits);
2927 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2929 if (r_refdef.viewcache.world_numleafs != numleafs)
2931 r_refdef.viewcache.world_numleafs = numleafs;
2932 if (r_refdef.viewcache.world_leafvisible)
2933 Mem_Free(r_refdef.viewcache.world_leafvisible);
2934 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939 if (r_refdef.viewcache.world_surfacevisible)
2940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945 void gl_main_start(void)
2947 switch(vid.renderpath)
2949 case RENDERPATH_GL20:
2950 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951 Cvar_SetValueQuick(&gl_combine, 1);
2952 Cvar_SetValueQuick(&r_glsl, 1);
2953 r_loadnormalmap = true;
2957 case RENDERPATH_GL13:
2958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959 Cvar_SetValueQuick(&gl_combine, 1);
2960 Cvar_SetValueQuick(&r_glsl, 0);
2961 r_loadnormalmap = false;
2962 r_loadgloss = false;
2965 case RENDERPATH_GL11:
2966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967 Cvar_SetValueQuick(&gl_combine, 0);
2968 Cvar_SetValueQuick(&r_glsl, 0);
2969 r_loadnormalmap = false;
2970 r_loadgloss = false;
2976 R_FrameData_Reset();
2980 memset(r_queries, 0, sizeof(r_queries));
2982 r_qwskincache = NULL;
2983 r_qwskincache_size = 0;
2985 // set up r_skinframe loading system for textures
2986 memset(&r_skinframe, 0, sizeof(r_skinframe));
2987 r_skinframe.loadsequence = 1;
2988 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2990 r_main_texturepool = R_AllocTexturePool();
2991 R_BuildBlankTextures();
2993 if (vid.support.arb_texture_cube_map)
2996 R_BuildNormalizationCube();
2998 r_texture_fogattenuation = NULL;
2999 r_texture_gammaramps = NULL;
3000 //r_texture_fogintensity = NULL;
3001 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002 memset(&r_waterstate, 0, sizeof(r_waterstate));
3003 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005 memset(&r_svbsp, 0, sizeof (r_svbsp));
3007 r_refdef.fogmasktable_density = 0;
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3014 R_FrameData_Reset();
3016 R_Main_FreeViewCache();
3019 qglDeleteQueriesARB(r_maxqueries, r_queries);
3023 memset(r_queries, 0, sizeof(r_queries));
3025 r_qwskincache = NULL;
3026 r_qwskincache_size = 0;
3028 // clear out the r_skinframe state
3029 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030 memset(&r_skinframe, 0, sizeof(r_skinframe));
3033 Mem_Free(r_svbsp.nodes);
3034 memset(&r_svbsp, 0, sizeof (r_svbsp));
3035 R_FreeTexturePool(&r_main_texturepool);
3036 loadingscreentexture = NULL;
3037 r_texture_blanknormalmap = NULL;
3038 r_texture_white = NULL;
3039 r_texture_grey128 = NULL;
3040 r_texture_black = NULL;
3041 r_texture_whitecube = NULL;
3042 r_texture_normalizationcube = NULL;
3043 r_texture_fogattenuation = NULL;
3044 r_texture_gammaramps = NULL;
3045 //r_texture_fogintensity = NULL;
3046 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047 memset(&r_waterstate, 0, sizeof(r_waterstate));
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3054 // FIXME: move this code to client
3056 char *entities, entname[MAX_QPATH];
3058 Mem_Free(r_qwskincache);
3059 r_qwskincache = NULL;
3060 r_qwskincache_size = 0;
3063 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064 l = (int)strlen(entname) - 4;
3065 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3067 memcpy(entname + l, ".ent", 5);
3068 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3070 CL_ParseEntityLump(entities);
3075 if (cl.worldmodel->brush.entities)
3076 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3078 R_Main_FreeViewCache();
3080 R_FrameData_Reset();
3083 void GL_Main_Init(void)
3085 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3087 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090 if (gamemode == GAME_NEHAHRA)
3092 Cvar_RegisterVariable (&gl_fogenable);
3093 Cvar_RegisterVariable (&gl_fogdensity);
3094 Cvar_RegisterVariable (&gl_fogred);
3095 Cvar_RegisterVariable (&gl_foggreen);
3096 Cvar_RegisterVariable (&gl_fogblue);
3097 Cvar_RegisterVariable (&gl_fogstart);
3098 Cvar_RegisterVariable (&gl_fogend);
3099 Cvar_RegisterVariable (&gl_skyclip);
3101 Cvar_RegisterVariable(&r_motionblur);
3102 Cvar_RegisterVariable(&r_motionblur_maxblur);
3103 Cvar_RegisterVariable(&r_motionblur_bmin);
3104 Cvar_RegisterVariable(&r_motionblur_vmin);
3105 Cvar_RegisterVariable(&r_motionblur_vmax);
3106 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107 Cvar_RegisterVariable(&r_motionblur_randomize);
3108 Cvar_RegisterVariable(&r_damageblur);
3109 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111 Cvar_RegisterVariable(&r_equalize_entities_by);
3112 Cvar_RegisterVariable(&r_equalize_entities_to);
3113 Cvar_RegisterVariable(&r_depthfirst);
3114 Cvar_RegisterVariable(&r_useinfinitefarclip);
3115 Cvar_RegisterVariable(&r_farclip_base);
3116 Cvar_RegisterVariable(&r_farclip_world);
3117 Cvar_RegisterVariable(&r_nearclip);
3118 Cvar_RegisterVariable(&r_showbboxes);
3119 Cvar_RegisterVariable(&r_showsurfaces);
3120 Cvar_RegisterVariable(&r_showtris);
3121 Cvar_RegisterVariable(&r_shownormals);
3122 Cvar_RegisterVariable(&r_showlighting);
3123 Cvar_RegisterVariable(&r_showshadowvolumes);
3124 Cvar_RegisterVariable(&r_showcollisionbrushes);
3125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127 Cvar_RegisterVariable(&r_showdisabledepthtest);
3128 Cvar_RegisterVariable(&r_drawportals);
3129 Cvar_RegisterVariable(&r_drawentities);
3130 Cvar_RegisterVariable(&r_cullentities_trace);
3131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135 Cvar_RegisterVariable(&r_drawviewmodel);
3136 Cvar_RegisterVariable(&r_speeds);
3137 Cvar_RegisterVariable(&r_fullbrights);
3138 Cvar_RegisterVariable(&r_wateralpha);
3139 Cvar_RegisterVariable(&r_dynamic);
3140 Cvar_RegisterVariable(&r_fullbright);
3141 Cvar_RegisterVariable(&r_shadows);
3142 Cvar_RegisterVariable(&r_shadows_darken);
3143 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145 Cvar_RegisterVariable(&r_shadows_throwdistance);
3146 Cvar_RegisterVariable(&r_shadows_throwdirection);
3147 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152 Cvar_RegisterVariable(&r_fog_exp2);
3153 Cvar_RegisterVariable(&r_drawfog);
3154 Cvar_RegisterVariable(&r_textureunits);
3155 Cvar_RegisterVariable(&gl_combine);
3156 Cvar_RegisterVariable(&r_glsl);
3157 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161 Cvar_RegisterVariable(&r_glsl_postprocess);
3162 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166 Cvar_RegisterVariable(&r_water);
3167 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168 Cvar_RegisterVariable(&r_water_clippingplanebias);
3169 Cvar_RegisterVariable(&r_water_refractdistort);
3170 Cvar_RegisterVariable(&r_water_reflectdistort);
3171 Cvar_RegisterVariable(&r_lerpsprites);
3172 Cvar_RegisterVariable(&r_lerpmodels);
3173 Cvar_RegisterVariable(&r_lerplightstyles);
3174 Cvar_RegisterVariable(&r_waterscroll);
3175 Cvar_RegisterVariable(&r_bloom);
3176 Cvar_RegisterVariable(&r_bloom_colorscale);
3177 Cvar_RegisterVariable(&r_bloom_brighten);
3178 Cvar_RegisterVariable(&r_bloom_blur);
3179 Cvar_RegisterVariable(&r_bloom_resolution);
3180 Cvar_RegisterVariable(&r_bloom_colorexponent);
3181 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182 Cvar_RegisterVariable(&r_hdr);
3183 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184 Cvar_RegisterVariable(&r_hdr_glowintensity);
3185 Cvar_RegisterVariable(&r_hdr_range);
3186 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187 Cvar_RegisterVariable(&developer_texturelogging);
3188 Cvar_RegisterVariable(&gl_lightmaps);
3189 Cvar_RegisterVariable(&r_test);
3190 Cvar_RegisterVariable(&r_batchmode);
3191 Cvar_RegisterVariable(&r_glsl_saturation);
3192 Cvar_RegisterVariable(&r_framedatasize);
3193 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194 Cvar_SetValue("r_fullbrights", 0);
3195 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3197 Cvar_RegisterVariable(&r_track_sprites);
3198 Cvar_RegisterVariable(&r_track_sprites_flags);
3199 Cvar_RegisterVariable(&r_track_sprites_scalew);
3200 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3216 void Render_Init(void)